A supermarket environment was designed in Unreal Engine V4.12 and implemented in a VR HTC Vive 5.3 The VR supermarket was comparable to the supermarkets in Denmark in terms of appearance. Participants had two controllers (which appeared as hands in the VR) that they can use to choose the items and teleport through the VR. They could also walk (for one or two steps in the physical space), but we asked them to limit their movement in order to keep them in VR environments. All of the items in the supermarket were accessible and participants could choose whatever they see in the store through free navigation. We have allocated a budget of 250 Danish Kroner (DKK) (∼$35) for each participant to spend on these two shopping tasks. Therefore, participants were free to distribute their budget between these two shopping tasks and prevent the neurological effect of product price suggested by Tang and Song (2019) (link) in online context. We provided a list of products in the VR for the participants, which contained six items (Broccoli, Milk, Cheese, Soda, Cereal, and Chocolate). The range of the cost of these items was between 80 and 120 DKK. Participants need to purchase all of these items, which we call as planned purchase condition. With the remaining amount of budget, they could buy whatever they wanted in the store (Unplanned Purchase Condition). They could leave the environment as soon as they had bought the items they wanted. The number of planned purchases (items from the list) was fixed, and the number of unplanned purchases could be different among the subjects, as they were free to choose any item they wanted if it was within their budget. In Figure 1, the experimental procedure of the experiment is illustrated. In the upper side of the figure, the environment for the virtual supermarket is presented.
The EEG data were recorded during the whole shopping task. After mounting the VR and EEG cap, we instructed the participant on how to use the VR so they could start the experiment and navigate through the store. The list of the products that they needed to purchase was available for them by hitting a button on the controller. In the first phase, they were required to buy all the products from the list. Afterward, we informed them about the remaining budget. Then, they could start the second phase of the experiment. On average, participants spent 238.87 ± 85.57 s on the planned purchase condition, and 228.00 ± 107.20 s on the unplanned purchase condition. The time-points of each purchase (i.e., when the participants choose an item) have been recorded during the experiment.
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